<![CDATA[Gizmodo: joysticks]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: joysticks]]> http://gizmodo.com/tag/joysticks http://gizmodo.com/tag/joysticks <![CDATA[New Mad Catz Arcade FightSticks for PS3 and Xbox 360 Replenish Your Fighting Spirit]]> If you missed the initial run of Mad Catz's excellent Arcade FightSticks, don't cry—Play Asia's taking pre-orders for new sets coming out later this year, sans sweet SFIV art, still $150. [Play-Asia, Play-Asia via Joystiq]

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<![CDATA[A Carbon Fiber Joystick...For No Good Reason Other than General Effect]]> Why do we reserve the glory of carbon fiber for lightweight performance items? You know, other than durability and expense?

This custom controller's carbon fiber and fiberglass chassis may be eye-catching, but maybe more impressively, the stick is constructed with dual circuitry for maximum compatibility. Filled with both the guts of a MadCatz Xbox 360 controller and a Chtulhu PCB (for PC/PS3), it works on every major platform. Meanwhile, the actual play components are from Seimitsu, though Sanwa buttons will fit as well, fanboys.

Still, even with the blessing of a carbon fiber body, this arcade stick still weighs almost 4lbs. Next time, let's just go with marble and iron. [Shoryuken via CarbonFiberGear]

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<![CDATA[From Joystick to Brainwaves: A Visual History of The Game Controller]]>

Natal may be the latest gaming breakthrough, but it's just one of many evolutions and revisions in controller designs over the years. Whether it was the gamepad, analog controls, or a fishing rod, there have been plenty of neat innovations.

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Galaxy Game: This was one of the first arcade games to ever come out.

Pong's Poteniometer: Pong's controller consisted of little more than potentiometer—that round dial you turn—as its sole gaming control. Simple, but still fun to this day.

Atari Paddles: Pretty much like the Pong controller, but, you know, handheld and in your living room.
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Atari 2600 Joystick: The Atari 2600 Joystick went in and added a big red button to go next to the joystick, giving your finger a nice target to land on.
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ColecoVision: As games started to ramp up in complexity, consoles such as the ColecoVision started adding more buttons and controller forms. Maybe that's just what they wanted us to think, but either way, controllers started getting a lot of buttons.
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NES: The NES controller had one of the first D-pads used for gaming, changing the way we hold gaming controllers. It also managed to scale back the number of buttons on the controller.
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Power Pad: The Track and Field Pad gained popularity because it was one of the early control innovations that let you get in on the gaming action by mimicking real world actions. And because of World Class Track Meet, I can't think of 8-bit track and field games with out the Power Pad coming to mind.
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Zapper: Light Guns. Duck Hunt. Need I say more? Ok, fine...it's a damn shame more games didn't use this thing.
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NES Advantage: The NES Advantage brought Turbo and Slow macros into play, letting you flip a switch for gameplay modifications. Turbo let the controller register multiple taps every time you hit the button once, and made the character move faster. Slow made everything move at a snail's pace for precision gaming. The problem is, most the games weren't designed around this idea, so it worked better in theory than actual practice.

R.O.B. the Robot: As much as R.O.B. is loved, the Gyromite star wasn't so much an evolution in gaming controls as much as he was pure gaming gimmick. His ability to stack rings was a neat demo of what was possible on the NES, but it was difficult to extend that idea to other games.

Power Glove: I love the Power Glove. It's so...bad. I feel like this is the peripheral we all wanted as kids, but none of us ever actually got. Utilizing a series of flex sensors and speakers that could read your movements and interpret them as in game controllers, the Power Glove was one of the earliest motion gaming devices. Sure, the life of the Mattel device was short lived and criticized, but the Rad Racer scene from The Wizard will live on forever.
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Sega Master System Controller: The Master System controller was one of the first 8-way D-pads, joining the NES in ushering in a joystick-less revolution in directional inputs.

SNES Controller: Nintendo continued to push things forward by including two extra face buttons (diamond configuration!!) along with the even more significant inclusion of shoulder buttons. Now more fingers than just our thumbs were able to get in on the action.
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Honorable Mention: Sega Genesis Six Button Controller: The original Genesis gamepad added a extra button, which was cool, but the Six Button Controller was way better because the button layout was perfect for games like Street Fighter II. To this day, six-button gamepads are still made for fighting games.

Sega Activator: This octagon-shaped ring was another early attempt at motion gaming. There were 8 IR stations around the ring, and each one corresponded to a different set of actions. Move your foot over that IR beam, and you'd carry out the action. It wasn't the best innovation from Sega, but the idea was in the right place.
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Nintendo 64: Despite it's unique shape, Rumble Pak, expansion port, trigger button, and multiple colors, the biggest innovation the N64 controller brought to gaming controllers was the inclusion of an analog joystick, which upped the ante as far as precision gaming went. And it was absolutely essential, as gaming moved into the world of 3D.

PlayStation Dual Shock: The electronics inside the initial PSX controller were pretty run of the mill—D-pad, shoulder buttons, face buttons. But the controller has some of the greatest ergonomics ever seen in a gaming device. And the development of dual analog sticks, and then pressure sensitive face buttons on the PS2 iteration make it an absolute winner.

Dreamcast: In addition to including some of the first analog trigger buttons, the Dreamcast controller also had a spot for the Tamagotchi-like Virtual Memory Unit, which let you play mini-games related to the larger console game, and would allow you to progress further or rack up stats while you were away from the console.
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Dreamcast Fishing Controller: This was one of the first console gaming peripherals to mimic the real world that wasn't a gun or a steering wheel. It also has legendary cult status amongst Dreamcast fans thanks to Sega Bass Fishing.

Samba de Amigo Maracas: Probably the game controller with the most personality since R.O.B. (wait do robots have personalities?), the Samba de Amigo maracas could keep a party going for hours. You shake, the score on the screen bakes.


Nintendo WaveBird: Nintendo's wireless WaveBird controller was the first wireless controller that didn't totally suck. While it didn't revolutionize the way we play games directly, it did open up possibilities for future controller designs.
DDR Dance Mat: The Dance Dance Revolution mat is essentially the Power Pad revisited, but it's the best implementation of a mat/pad-style game that you use with your feet. Stomping for fun experienced a renaissance with DDR.

Guitar Hero Guitar Controller: Don't underestimate the power of a guitar shaped controller and a little imagination. With Guitar Hero, we all lived out our deepest fantasy of shredding harder than Hendrix. Sure, you could accomplish the same exact thing with a table controller (or even a gamepad, for that matter), but would it have been half as fun?

Nintendo introduced the touchscreen DS in 2004, which brought tactile gaming into the mainstream. Nintendo kept saying they saw a trend where a user didn't want games to keep getting more complex. Rather, new gamers favored simpler gameplay and more intuitive controls. Apparently they were hardwired into the gaming zeitgeist. Overwhelming commercial success ensued.
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The Wii Remote, soon known as "Wiimote," made a big break from the popular trends in gaming. Leery of dual sticks and the glut of buttons, the Wiimote is all about intuitive gameplay, making use of accelerometers and IR sensors to provide motion gaming in 3D space. It's elongated, upright shape makes gameplay with one hand easy, but you can also add a nunchuk for slightly more conventional gaming, or plug it into a shell for some gimmicky fun.
The image associated with this post is best viewed using a browser.Wii Motion Plus: Well the first version of the Wii didn't really track your movement in game with extreme precision. However, with Wii Motion Plus, which adds a gyroscope into the mix, your actions will be integrated into gameplay more than ever.
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EyeToy: The EyeToy for the PS2 was one of the first camera-based devices to truly let you interact with the game. Most of of the compatible software consisted of disposable minigames, but it was awesome to see your movements affecting the action on screen.

Vuzix CamAR: Vuzix showed CamAR, their augmented reality system earlier this year, which overlays computer graphics onto real world settings, bringing the game into our own world. Using a pair of video glasses and a head-mounted camera, you can interact with digital elements that don't actually exist.

Neurosky Mindset: Neurosky is leading the way in mind controls with the Mindset, which monitors specific cerebral activity, and is able to translate changes in those brainwaves to in-game action. For now, you can't control the entire game using just your mind, but seeing how gaming controls have evolved over the last 30 years, I wouldn't be surprised if they got close some day.
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Headtracking: Headtracking is when the game follows your own movement, and changes the frame of reference according to your absolute position in the room. So if you lean to the left or right in front of the TV, the scene on the TV will change accordingly. NaturalPoint currently has a Trakkir, a PC gaming peripheral that does just this. Homebrew hacks have also been carried out on the Wii, and in our demo, Natal seemed able to do this.

PlayStation Motion Control: PlayStation's entry into motion controlling revolves around the PS3 EyeToy, and a special wand which the camera knows to interpret specially as a controller. Sony too promises 1:1 motion gaming with their solution.

Natal: Microsoft Natal is a complete, hands-free motion tracking sensor, that uses an RGB camera, infrared depth sensor and microphone to detect your position and movement in relation to the TV. Then you are put directly in the game, with what is promised to be 1:1 motion (apparently Natal can track 48 points of the body).

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<![CDATA[Logitech's Force Feedback Flight System May Also Simulate Airsickness]]> If you've really got to have that authentic panicky feeling you get due to extreme turbulence and testy wind conditions, Logitech's new Force Feedback Flight System is probably just the controller for you. Make no mistake, this is one hardcore setup.

Let's take a look at the parts included in the system. The joystick features "a two-stage metal trigger, six programmable buttons, mini-stick, 8-way hat and three analog trim controls," and its force feedback lets you feel the impact of air, turns, turbulence, and g-forces. The throttle is programmable and split so you can control a multi-engine aircraft as well as a single-engine.

The pedals were inspired by the ones in current jet fighters, featuring rudder controls and toe-brakes, both with adjustable stiffness. For the dozens of buttons on the array, Logitech is including its own custom software that'll let you assign exactly what every button does.

Selling for a $299 MSRP when it arrives in September, the Force Feedback Flight System certainly isn't for everyone, but if you're a serious flight sim nerd, it's definitely worth a look. [Logitech]

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<![CDATA[XCM Rumble Joystick Gives PS3 the Quakes]]> XCM is building the world's first rumbling joystick. You know, like a Street Fighter IV Tournament Stick, but with the shakes.

Other that the vibration functions, it's a pretty typical arcade stick, featuring turbo modes and four memory buttons that can be programmed with complicated stick/button maneuvers reaching up to 20 steps apiece. (That's like the whole Konami Code in one button press.)

It doesn't look like the stick is on sale just yet, but what do you think, have you been missing the impact of a full-out Hadouken on your fingertips? [XCM]

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<![CDATA[Mad Catz Street Fighter IV FightSticks Review]]> Just a few months ago, Mad Catz was known for making generic, mediocre console accessories to undercut companies like Sony and Nintendo. Then they announced their Street Fighter sticks and the gaming world went nuts.

While Matt Buchanan already reviewed Mad Catz' SFIV FightPad, the company's two arcade sticks for the Xbox 360, PS3 and PC, coinciding with the release of SFIV, have had more buzz than any gaming accessory in recent memory.

Street Fighter IV FightStick ($70)Mad Catz' SFIV FightStick was meant to "recreate" the arcade experience, but also offer programmable turbo along with two extra move-assignable buttons. It's essentially a joystick that's designed with the Street Fighter button layout and fancy artwork.

Street Fighter IV FightStick Tournament Edition ($150)
The Tournament Edition stick's claim to fame is simple. It uses the exact Sanwa joystick and 30mm buttons found in the SFIV arcade cabinet, not a "recreation" like we see in the standard FightStick. The experience is promised to be 1:1 between home and arcades—though it also includes the turbo and assignable button add-on.

So could I tell a difference between the two? In one word, yes.

Honestly, I'm not skilled enough at Street Fighter to argue that a controller is getting in my way of beating Matt Buchanan. But blindfolded, I could discern the difference between the two controllers...beyond the Tournament Edition's obvious heftier size.
The TE stick has an ever so slightly shorter range of motion than the SE stick (for pulling off quick maneuvers), but it's also far smoother. Being picky, I noticed more mechanical scraping in the SE stick that wasn't present in the TE, which rotated with with ease.

The SE's buttons, while superficially similar, felt far more like plastic, with a hollow, high clicking that wasn't as soft on the fingers. Whether or not you have ever heard of semi-legendary Sanwa components doesn't really matter. You'll feel the difference.

I can't say I played any better on the $80 more expensive TE stick, but I did find myself preferring it during testing and unconsciously choosing it for casual play. Then again, if I'd never tasted the caviar-esque Tournament stick, I'd probably be fine with the decent steak-esque standard FightStick. Either stick is immeasurably superior to trying to play with the Xbox 360 controller's gimpled D-pad.
But that doesn't mean I'm completely happy with either controller because they both share the same ridiculous flaw—they are both horrid for chatting.

In order to fit an Xbox 360 headset into the FightSticks, you need to utilize a little cord/adapter that's pretty identical to Rock Band's guitar chatting solution.
Now I'm pretty good with plugging things in—it's sort of a job requirement—but I had all sorts of chatting issues on both FightSticks with multiple 360 headsets and two different adapter cables. Sometimes people couldn't hear me and sometimes I couldn't hear them.

When we're talking about a $150 joystick—a peripheral that approaches the cost of a full Xbox 360—I want my headset to connect perfectly every time. Even if Madcatz' solution worked perfectly, which it doesn't, it lacks any level of elegance. And it's absurd considering that the FightStick TE is the size of a small child.

One other important caveat is that many FightStick SE ($70) buyers have complained of joysticks that stick and buttons that crack. I had no issues with my testing, but the problems are out there.

So what's the point of this review? Both FightSticks have already been a wild success for Mad Catz, and hats off to them for filling a niche that has generally been left to scrounging for Japanese imports.

I guess that it comes down to this: as a gamer and a Street Fighter fan, I'm pleased with both FightSticks. But as a guy who's seen what $150 can buy you in electronics today, I think we can do better. And wireless connectivity would be nice, too.


The $70 FightStick will satiate most players who want a simple 360/PS3 joystick

The $150 Tournament Edition really is a step up in feel and quality, just like an arcade

If you're interested, both cases can be opened to swap/upgrade components

Both of these sticks are huge, so it's a commitment

The poor headset connection option can be extremely annoying

At these prices, I really want something wireless

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<![CDATA[Joystick Coat Hooks Are a Playful Way to Keep Clothes Off the Floor]]> Here's one way to get hooked on video games—retro joystick controller coat hangers!

The hangUP coat hooks are available in 3UP and 4UP versions and come with customizable ball-top colors. You can also request the board to be made of a different material, though the standard is black Walnut. So far no price, but they're available at Arcade Lounge. [Arcade Lounge via Nerd Approved]

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<![CDATA[Street Fighter IV FightStick Tournament Edition Is $150 in February ]]> Traditionally, the name "Madcatz" implies generic, a peripheral that's cheaper than those manufactured by Sony, Microsoft or Nintendo. But the Madcatz Street Fighter IV FightStick Tournament Edition is an ultrapremium controller that will go for an ultrapremium price when it's released on February 20th. $150. But it might be worth every penny.

You see, the FightStick Tournament Edition uses the exact Sanwa joystick and 30mm buttons found in the official Street Fighter IV arcade machines—plus, there are separate turbo controls for each button. Couple this controller with an HDTV, PS3 or Xbox 360 and surround sound and you'll have a gaming experience better than the arcade itself...and at a much lower price than your own cabinet would cost, too. [Amazon via Gamecyte]

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<![CDATA[Coffee Table Makes Retro Gaming a Contemporary Experience]]> Half MAME cabinet, half pretentious furniture, this new coffee table by Surface Tension mixes worlds to adultize your gaming habit. Available in walnut or oak, the table features a 19-inch LCD, Shuttle PC with dual core CPU, integrated USB and HDMI outputs, 100W of speakers and two sets of high quality buttons and joysticks. With this hardware configuration, you can play games on the table or output the experience to your HDTV.

For those who already have a PC of their own to stick inside, the table is a available gutted of its computer components but still packing all of the joysticks and handy ports. In this bare bones configuration, the table runs about $4,000. Fully loaded with the PC and two packs of games, the system is priced at $4,900. (Those prices include delivery and VAT in the UK.)

Of course, there are other options if your cheap or like your MAME furniture in black. But this Surface Tension table is the most stylish tabletop arcade setup we've seen yet. [Surface Tension via Bornrich]

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<![CDATA[Peugeot Concept Cars of Tomorrow Have Propellers, Joysticks]]> If Gundam mated with Will Smith's Audi in I, Robot, the offspring would resemble these futuristic concept cars from European brand Peugeot. The cars car-like vehicles were all entries in the 2008 Peugeot Design Contest. Designers were asked by organizers to create vehicles for that ambiguous but tantalizing "city of the future." Areas of focus included environmental awareness, "social harmony," interactive mobility and efficiency. As you can see in the "Blade" vehicle above, efficiency is improved with the wind turbine that designer Ying Hui Choo added to charge an on-board electric battery.

The 888, designed by Oskar Johansen, pivots at the center and reduces its size for "easier parking, maneuverability and increased visibility."

Emre Yazici's "EGO" has two wheels and is controlled Atari-style with a joystick. The windshield doubles as the door. [Telegraph]

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<![CDATA[M.A.D. Gamepad Features Tiny, Detachable Steering Wheel]]> The M.A.D. Gamepad is a mini USB gamepad that features an even minier steering wheel. We're not sure it's the most practical, ergonomic gamepad we've ever seen, but we sure admire the effort and, we'll be honest, the ludicrousness. Here's what just the wheel looks like:

Actually, with the USB port right on the back, this wheel could make for a pretty snazzy DIY add-on to existing hardware. If only it were mini USB, the modders could really have some fun. Pick yours up for $20. [Brando]

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<![CDATA[Nokia Patent Morphs Your Stylus into a Cell Phone Joystick]]> Though it bears a very strong resemblance to another joystick/cell phone patent we've recently seen, Nokia's take on mobile gaming is slightly different cause rather than house a pop-up joystick in your cell phone's mid-riff, they want you to use your stylus as a joystick. Seems like a neat trick as long as it's a tight connection and your stylus doesn't pop out every time you move left or right.

Patent [via CrunchGear]

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<![CDATA[HANG & PLAY: Time to Buy More Coats]]> The Hang & Play coat hangers are just a Felipe Morales concept, but surely these are not at a "could never be reproduced except by a mystical robot from the future that could absolutely never exist because it would destroy, by laser, the great grandmother of its creator when it traveled back in time therefore creating a time paradox which would end the universe" technology. (Like any cool car made in the last ten years seems to be).

Now to hook these bad boys up to some monitors and fire up the Joust. Home decorating officially became cool about 1000 times dorkier.

Product Page [via uberreview]

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